Expedition Leader's Log, 13th Malachite, 169Some grizzly bear just came out of nowhere and mauled one of my farmers to death! It's huge, and apparently the lads have already given the damned beast a name. This is terrible; I suppose I'd better add a catacombs. I really wasn't expecting to have to bury anyone this early. Hopefully it'll blunder into a cage trap on its way to find more tasty morsels. Unfortunately, Plissken and Inglonias are still out there with another farmer and our legendary weaver. This could be bad. I've ordered everyone inside as fast as possible, but I worry they won't outrun the monster.
Expedition Leader's Log, 14th Malachite, 169More bad news: it mauled another to death while making its way to the cage traps. Just tore him apart; we've caught the beast, but that's two dead already. Losing another skilled worker just makes it that much worse.
Expedition Leader's Log, 21st Malachite, 169Life goes on, I suppose. The deaths have really shocked me, but thankfully we've only lost two before getting the beast under control. It just proves how desperately we need a militia and a proper evacuation plan in case of danger. More migrants were spotted today on the horizon; we'll put them to work right away. I'm hesistant to do much besides let it sit in that cage; on the one hand some steel-girded soldiers could use the live practice once they're ready. One the other, do I really want some green recruits trying to fumble through fighting a dwarf-eating bear, and just hope that the fact they have nice weapons will be enough? I've got time to think it over, at least.
Expedition Leader's Log, 24th Malachite, 169Nine more, it looks like. I'll have to use two to replace those we lost, considering drafting the others. I'm still indecisive at this point, one of the dead dwarves was a friend of mine and it's not always easy to shrug off.
Expedition Leader's Log, 25th Malachite, 169I've finished sifting through the logs, and have decided to form two squads: speardwarves and marksdwarves. I'll wait until we have the furniture and equipment for a barracks first, but I figure we can wait for more recruits to fill out the ranks later, better to have some defense immediately before we lose any more lives to local wildlife, or worse.
Expedition Leader's Log, 18th Galena, 169The humans are here; I guess I better order the goods hauled off to the depot. I'm not sure what they're bringing to trade, but it can't be worse than the elves, who probably just brought flowers and cloth anyway.
Expedition Leader's Log, 1st Limestone, 169One of our woodburners recently became withdrawn and secretive. I'm guessing it's another damned “bout of inspiration”. Hopefully she'll have something to show for it. She claimed a crafts workshop and now she's busy trying to round up supplies. Still trying to find time to trade with the humans, it's just very busy around here.
Expedition Leader's Log, 12th Limestone, 169Our fisher finished working; she produced a hematite amulet of Asmel, the deity of trade and wealth. Not bad, really. Of course it's made her a far better stone-carver than woodburner, so I've replaced her as a stone crafter and made someone else a woodburner. We had a lot of trade goods to get rid of, so I bought all the booze they had, sand, and some cloth and leather and some supplies for the hospital. All in all not bad.
Expedition Leader's Log, 24th Limestone, 169More migrants are on the horizon, seven more if I'm correct. That means we'll need more bedrooms, though not too many more. I'll get the miners on it right away.
Expedition Leader's Log, 28th Limestone, 169I've got the newest wave assigned to new jobs, and I think we're finally in business when it comes to getting the various industries running smoothly. There's some tweaking here and there that needs to be done, and we're not quite finished setting up the living areas, but overall the fortress is starting to settle in and that means military will be in full swing next. I'm already watching some of the less skilled migrants, seeing who would be perfect for service.
Expedition Leader's Log, 11th Sandstone, 169Metal production and clay production is in full swing, and I'm getting some glass churned out (finally!) for our pastures and greenhouse upstairs.
Expedition Leader's Log, 17th Timber, 169The liaison and caravan are here, hopefully they brought the supplies I wanted. The meeting was first though; I requested pretty much the same things as last year (sand, flux stone, gypsum), and told them if they could spare rose gold we'd like some (we haven't hit any precious metals yet, and I'm considering doing some decorating of the public areas once we're a bit more prosperous), along with bolts for crossbows (we have bones aplenty for target practice, but few decent ones yet), and fuel. We're making all the charcoal we can, but until we can hit magma (which will be deep and hard to move upwards) we're going to need tons of it, both to fuel our forges and smelt steel. They're requesting cheese, drinks, cloth, seeds and plants (I guess that famine fear isn't over yet), blogs, and more crafts. Nothing we don't have in abundance, so next year should be fairly profitable as well.
Expedition Leader's Log, 1st Moonstone, 169The traders didn't bring nearly enough flux; I bought all the steel they had (most of which will be melted down and resmelted), and all the sand and gypsum. They didn't have much else that interested us, so we gave them some extra prepared food as a gift to the mountainhome. That should look good to the king. I'm guessing the famine theory is correct, because the trader seemed overjoyed at how much profit he was going to make taking the food back home. I'll make sure we make plenty of cheese for next year, and lots of booze.
Expedition Leader's Log, 3rd Moonstone, 169The first child has been born in the fortress. Today marks the beginning of our time as a true fortress and home, rather than dispensable outpost. As a result, I've ordered the future statue gardens smoothed, and commissioned the statues to decorate them. I've decided our vicious grizzly bear will be the first part of our zoo, at least until we decide to kill him.
Expedition Leader's Log, 9th Opal, 169After a few minor tweaks, we've got the artificial waterfall up and running. I'm also ordering the rough stone smoothed out in the dining hall, making it a truly incredible place to relax and enjoy a drink and meal. It seems to be working; the majority of the fortress is in high spirits, and even the grumpiest among us are merely contented and find things acceptable, not bad. With steel production about to kick in, I've decided that, until we secure more flux, steel will be for squad leaders with iron for the rest. The next order of business is manufacturing the weapons and armor, and making coffers and cabinets for the various members of the hold.
Expedition Leader's Log, 16th Obsidian, 169I've decided to make an indoors refuse pile, to limit the amount of dwarves that have to risk contact with the surface. During the winter, we'll close the bridge and seal off the fortress, and open it again once spring comes and we spot the first caravans or migrants. That means stockpiling wood during the autumn, of course, but it shouldn't be an issue. The area around us is still positively choked with trees.
Expedition Leader's Log, 1st Granite, 170We've only got enough flux for 4 pieces of steel goods, plus a few more from the supplies we're melting down. That should be enough to outfit one very lucky squad leader most of the way.
Expedition Leader's Log, 16th Granite, 170Another dwarf seized by a strange mood, this time he barged into the clothier's shop. I'm not sure I need a pair of artifact pants, but whatever. I've begun work on the various squads; I made Alkhemia our Militia Commander, give that he's the most experienced among us.
Expedition Leader's Log, 22nd Granite, 170I've started work on a jail; we're going to need one eventually, may as well prepare for it now. Oh, the dwarf finished his little artifact: a rope reed hat. Granted, it's a very nice hat, but I'm still not all that impressed. At least we have an exceptional clothier now, that's worth something.
Expedition Leader's Log, 3rd Felsite, 170More migrants are here, over 20 of them! This brings the total population to 70 dwarves, enough for us to be considered a city proper. I'm ordering the miners to clear out more rooms, and the new arrivals will have to help haul stone for a while, but once they're done we should have everyone we need for a smooth running fortress. I may even have enough extra to fill up the squads. Of course, with so much to do it's like some will have to live simply as haulers (there's a lot to move around and its getting hard to spare masons and farmers for that work and their own), but at least everyone will have well appointed, spacious rooms and good places to eat and work.
Mayor's Log, 13th Felsite, 170By my count, we got 6 useful dwarves out of the last group (a pair of skilled doctors, one of whom has been appointed the new chief medical dwarf), a pair of very skilled masons who are also aspiring engravers, and a decent butcher who offered to help with our meat industry (which, thanks to the influx of pets and baby rabbits, is direly backlogged). Out of the remaining 16, I figured we could put up to 11 in the current squards, and have the others left for hauling duty along. I don't want to do that just yet though; I've had a number of dwarves taken off hauling duty for the time being, and once we're closer to being finished with cleaning and installing furniture, I'll draft the last 11. I had the black bear we caught chained to the entrance tunnel in place of one of our war dogs (after having it tamed, of course). I figure that, the cage traps, and the half-size squads I'm arming will be plenty defense until then. In other news, elves were spotted on the horizon. Time to load up the depot. I also was named mayor, considering my successful record of getting this place up and running.
Mayor's Log, 24th Felsite, 170Trade is going well enough with the elves; I bought a good amount of their booze (we don't need much more, but it never hurts to have more supplies), buckets and barrels, all the sand they had,
Mayor's Log, 26th Felsite, 170An ambsuh! They killed a couple of cats, but all five were caught in our cage traps. Handy, but we can't count on those forever (especially not during a determined siege or if sneakier sorts get past them). If it hadn't been for the two cats wandering outside they killed, we wouldn't have spotted them. In the meanwhile, it looks like we've got a new source of iron, and some practice dummies.
Mayor's Log, 6th Hematite, 170Just as I said, another ambush before we were able to reload all the cage traps. I'll have to suspend those orders, let the bear and war dog deal with them for now.
Mayor's Log, 7th Hematite, 170We got lucky, this time. The other six goblins we spotted fled after seeing so many of their number fall victim to the traps, but they won't give up so easily in the future. The squads are getting the first of their gear now, shouldn't be long before we have proper soldiers. Meanwhile, I've found the perfect candidate for captain of the guard: some weak, flimsy girl that can barely find the doorknob when it's right in front of her. She'll never be able to beat someone to death, making her an excellent candidate for the position.
Mayor's Log, 20th Hematite, 170More migrants!? I'm not even done dealing with the last wave. We're going to need the masons completely off any duty but stonework; there's just no way we'll be able to keep pace otherwise. Doesn't appear to be quite as many, but that's still more than I'm ready for. I'm putting the artifact floodgate in my private quarters (at least it'll make the place look nicer), and am adding some levers to my personal dining room that will control the artificial waterfall (in case of flood) and the entry bridge (in case of emergency and no one is close to the depot lever). I've also decided to start delegating duties; for starters, I've assigned a new broker. It's exhausting enough trying to handle everything myself, I'll let another lucky dwarf argue with the elves and the mountainhome. I'm also ordering an exploratory shaft dug; I want to know just how far we have to go for magma.
Mayor's Log, 24th Malachite, 170The miners have discovered a vein of obsidian, which is excellent news. We'll be able to carve them into magma-safe doors and blocks for the magma pumps, once we find it. They've also reported finding another cavern, this one containing a vast underground lake, perhaps even a subterranean sea. Whatever it is, it's massive. According to legends, there are three levels of caverns and chasms before reaching the magma sea, but it's been ages since these could be verified. If it's even there, that is. They're going onward and deeper though, here's hoping they are careful and succeed.
Mayor's Log, 6th Galena, 170The miners came scrambling back up with unbelievable news. They have not only found the magma sea we sought, but adamantine!
Praise be! I can't believe our good luck. Not only are we providing the food and iron the mountainhome needs to stave off defeat, but we have even found that most legendary, mythical of metals right under our feet! Now comes the question of how to pump the magma upwards, to the fortress proper, and how to take advantage of this newfound fortune. The miners, for their part, are getting some much deserved time off. We're sealing off the way in, as a safety precaution, but we'll be drawing up plans for the time being to understand how to tap into it.
((Making charcoal to keep up clay production, smelt hematite, make pig-iron and steel, AND forge weaponry and armor was a lot more insanely tough than I thought it would be, so I figured to hell with it, let's find some magma. However, I spotted some fire imps nearby, so it won't be TOO fast before we start the pumps. Oh, and the fact I have to move the magma over 50 levels, and a tad sideways to move across the second cavern, are a factor as well. I guess I found my next big project!))