Right. So.
Things are all well and dandy for about half a month.
Then the ogres come.
The dogs are killed, and building our smelter and forge is suspended.
Axedwarf! After him! Even though we don't have an axe!
The ogres disappear. But the lesson is learnt. Now everybody will be on masonry duty, and we'll build a wall of stone. And it's a good time, too; on the 27th of granite our metalsmith, going off to get a sock, is killed by Takendeclines, who also killed the axedwarf.
As for the embark itself: it is a land flowing with milk and ale. There's limonite and bituminous coal, and the ocean freezes over (probably good megaproject material if somebody wants to attempt that.) As for the aquifer: I got lucky and was able to dig 6 of the 9 staircase squares through a dry area of that Z-level.
21st Slate: Here come the ogres again. No deaths.
That's the entrance of the fort on 7th Felsite; there's a wall protecting us from ogres, and the door is not pet-passable so that our cat doesn't get out. Sooner or later I'll deconstruct the wagon. Now that we're sort of secure in our dwelling, it's time to get to work. We set our woodcutter to start farming and our carpenter starts on some beds.
26th Felsite: JACKPOT! On an exploratory dig down, we hit a layer of marble on Z -25. We can make steel. We'll kill those ogres. Just... not right now.
By 16th Hematite, we're getting some bedrooms in. But with just 5 dwarves, this fort is slow-going- and because it had to be put up quickly, disorganised.
21st Hematite: Hit
more marble on Z -49- and gabbro right after that. As soon as migrants come, I'm going to start setting up a metalworking industry. Also, love has bloomed- Urist Greatermines (ooh, good name) and Id Pridewires (sounds selfish), both miners, are lovers.
9th Malachite: Warm stone! Also, no ogres around so I'm unforbidding some stuff outside.
12th Malachite:
I'll start digging out some space for the forges and smelters (and, later, some kilns and glass furnaces- there's both sand and clay on the map.)
24th Malachite: MIGRANTS!
And not an ogre in sight.
We get an adept butcher, an accomplished leatherworker with a minor in cheese-making (in the unlikely event that we need that), a talented woodcrafter (who has done a little bit of bee-keeping, so he'll do that), a guy who's novice in cooking and fish cleaning (hint: he'll cook). We also get a stray cow calf (we'll expand the walled-in area for a pasture) and a pet bunny of the leatherworker. The leatherworker will train up in jewelry, and the butcher can make booze. As for the woodcrafter, we'll train him up furnace operating.
We need to expand the walled-in area fast, so everybody's on masonry. There's a werewolf prowling around outside.
13th Galena: We were not quite fast enough.
LUCKILY- sort of- the werewolf just goes through the top area of the fortress, scaring the dwarves that were building the wall. There was one casualty, the fish cleaner/cook. Fortunately he had no friends. He's now chasing the leatherworker and beekeeper around the map. They, too, have no friends.
Maybe it's just as well with the leatherworker. Here's one of the goddesses he worships:
I mean not only is the guy a necrophiliac, he seems to like gods that have goblin names. Perhaps it is just as well that he's being chased about.
20th Galena: The leatherworker gets thirsty and leads the werewolf back into the fortress. Luckily they didn't go downstairs. Sigh. Sometimes I worry about that boy.
22nd Galena: We finish the wall extension:
Just below the south wall you can see the leatherworker being chased by the werewolf. Finally on 4th Limestone the werewolf decides to leave him alone. We have 8 dwarves now...
20th Sandstone: Migrants. And no werewolf. And no ogres! We got an adequate bone carver (useful, I suppose), a talented weaponsmith (praise Armok!), and... actually, that's all. Still, 10 dwarves.
But then, it couldn't get worse.
And then it did.See those h's? Those are harpies. Little bastards flew over the walls. Winter project: Build a roof. Well, actually they just canceled jobs and chased dwarves everywhere. Still.
This is why I'm starting Project Fuck Everything.
That channel leads from the stairs to the magma sea. I'm building a floodgate and a lever in the meeting hall. When I pull the lever, it floods everybody. Or it does from early spring to late autumn. In winter, the ocean is frozen. A megaproject to melt it could be in order.
Also, the caravan comes. It comes from
over the frozen sea. It walks on the frozen sea. There isn't a whole bunch of sense here. We don't need much so I just request seeds, leather and a pair of dogs.