2nd Year Autumn Report, from the journal of Carpenter, year 302I'm trying to limit our production so that our trade discrepancies won't grow too large with some of the other forts in the trade alliance. Unfortunately, it seems that we've already grown too large for a couple of them, but I think we can maintain parity with the other two...
I told both Ranger and Hunter to stop hunting for now. The meat from the large beasts roaming about are apparently quite rare and somewhat responsible for a large part of our trade surplus.
Smelter managed to make some fine steel ever since we found that patch of marble he said was pretty good flux. Apparently it's just been sitting around in our stockpile for a few months now. I asked around if anyone knew how to make armor or weapons and got nothing but blank stares. One of the miners raised his hand and said that he took a class once when he was a little. I told him he's our new weaponsmith and armorsmith and tasked him with making two sets of steel armor and battleaxes.
2 Limestone 302I noticed that Hauler was outside trying to hunt Warthogs. I write trying, because all she managed to do was waste some crossbow bolts. When she ran back inside to refill her quiver, I stopped her and asked her what she was doing. Apparently, I told her that since she was unskilled in anything, she was free to try her hand at any of the jobs around the fortress. I took the crossbow away from her and told her to go haul some more refuse.
13 Sandstone 302Miner Onshenstinthad got into a strange mood while in the middle of creating steel armor and created this strange floodgate. He was very confused, and did not recall creating the item, but was pleased nonetheless as he showed it to me.
I told him to quit mucking about with vanity items and finish those pieces of armor.
14 Sandstone 302More migrants have arrived. Eight of them. I didn't bother learning their names. I picked one at random, told him that he's now a miner and left to go about my business. I'll let the others fill these people in on our naming policies.
12 Timber 302A trade caravan came from the alliance. They brought everything I asked for last season and seemed polite enough, but I can sense their eyes watching and weighing everything I said or did. I know that they managed to asses the worth of our little community down to the smallest pig tail sock.
The fort as of the end of Autumn, year 2We need to finish roofing off the top section of our home. A bit of fortifications were started on the north side of the wall.
Our above-ground pens and farms. I ordered most of the pond to be floored over and installed some workshops on it. The remainder is used for a pond and occasional fishing. A smaller pond was turned into a well.
This area was everyone's temporary homes in our first couple of seasons. This floor contains the mushroom farms as well as the turkey pens. The birds act as an alarm signal since they make a lot of noise when they see strange things through the glass windows.
Below the mushroom farms, there is a second line of dodge traps that must be navigated before anyone can access the stairs leading to our home.
A couple of floors down from the mushroom farms is the food prep area. In addition to the kitchens, this place contains the still, butcher, tanner, and a couple of farmer's workshops. The Depot is also placed here temporarily until we finish the main entrance defenses. A vein of hematite was discovered and mostly mined out along the eastern wall. We'll patch it up with constructed walls once the vein is tapped out.
There's a whole floor below the food prep area devoted to holding our food, both raw and cooked.
There's a couple of levels left undug (to allow for future expansion) before we reach the dining room. It's not quite finished and still needs more furnishings and engravings. Maybe put in some cages of exotic animals...
There's a couple of untouched levels (again, for future expansion) before we reach the bedroom cells. In keeping with our common dwarf ideology, everyone gets the same size rooms. There are two floors constructed that can hold about forty dwarves each. However, since I have more tasks than anyone in the fort, I'm thinking of moving into a couple of rooms down below...
A couple of floors below that, we have some small rooms, designed to hold private workshops (or maybe bedrooms?). I haven't really decided what to do with this area, so we're leaving it alone for now.
A few floors down and we get to the raw materials floor. This area holds things like wood, cloth, leather and various other raw materials for other industries. It also currently has the only entrance into our home until the main entrance is finished, as well as a vein of galena.
A few floors below that, we have the common workshop area. Eventually, the plan is to limit this area to those that are learning their trades, with private workshops for those that are masters of their craft.
A couple of floors below the workshop is the area that is going to be set aside for finished goods. The three ramps in the room lead two floors down into what will be the main depot. Bridges will be placed on these ramps when not in use, allowing full access to the depot from the outside while keeping the rest of the fort secure.
The future location of the trade depot, surrounded by barracks, armament storage and training rooms. The trade depot can't be reached from this level directly and is only accessible from above and below through ramps.
This area has a couple of small ramps up to the barracks and a large one to the depot (all of which will have a bridges covering them when not in use). In case of siege, melee squads will meet creatures in this area.
This is going to be the future entrance. Dwarves will be able to shoot at opposing forces through fortifications. The inside perimeter of the fortification is only accessible through the barracks and currently holds our ammo stockpiles (I figure why bother placing them anywhere else, when they'll do the most good here?). A channel has been dug in front of the fortifications so the crossbow squads won't be harassed at close range. There's also a refuse pit near the entrance to more efficiently clean the area after attacks. Traps will fill every square inch of this place in the future and might involve magma.
The hospital lies a couple of floors below the entrance. Also included is a future well and some small rooms. I haven't told anyone yet, but I'm preparing these rooms as prison cells, just in case. I still suspect treason even though nobody has gone near the hidden lair down in the caverns in months. I also think that I definitely will move my rooms down here. I am the chief medic after all. It's only fitting that I be placed near the area I'll be working in. The fact that my bedroom will be three times as big isn't a factor. Really. Nor is the private dining room and study. Nevertheless, I think I'll get Engraver (or Hunter, it seems he's picked up engraving since he's no longer hunting) to pretty up my rooms.
Several floors below the hospital lies the catacombs. Only a few of the alcoves have been properly finished, but I'm hoping we won't need that many tombs. In any case, the only deaths I see in the future will probably belong to any traitors and a proper burial is too good for them.
Almost immediately below the catacombs are the caverns.
About a dozen or so floors below the caverns are the magma powered workshops. I'm thinking of placing a secondary living area down here so that those working here won't have to travel as much.
An end of season assessment shows me that we have no hope of keeping pace with the other communities in the alliance....
End-of-season reportWealth: 505,756
Siege: No
Mandates: None
Population: 39
Deaths: 0
Borders: Trade Depot accessible.
Traders: 1 dwarven caravan successfully traded with.