20 Felsite, 766:
My armor order has been completed! All soldiers are now on their way to pick up adamantine mail, plate, greaves, and helms! Oh joyous day, calou, calay!
Spring ended upon every soldier being equipped.
11 Hematite:
Oddest thing, some random furnace operator going by the name of "Limul Ulingzon" died of thirst on the stairs. Not entirely sure what that was about.
On a brighter note, I've ordered the marksdwarves into the barracks, and had a few fortifications carved out of the walls. We shall kill as many beasts as it takes to expand the bunker!
Also, the goblin siege appears to have packed up and left. I guess we were just too imposing for them.
21 Hematite:
Only one marksdwarf, a "Stakud Mogshumstukos," had the brains to show up, but he single-handedly shot down the flying snail with four bolts. He is awesome. He shall have promotion as soon as promotions are possible.
23 Hematite: I have begun work on the top level of a three-story addition for the purpose of setting a farm up. The top layer will act as a roof, the middle layer will be the area from which water can be dumped(after which it will be an addition for any purposes deemed necessary, perhaps food and booze production), and the lower area will be the farm.
2 Malachite:
The perimeter of the top layer has been walled off and floored. It was rather non-climactic, really. No attacks. I imagine because the beasties were all scared off by what happened to the snail. This should allow work on the middle layer without having to worry about demons and beasts from above. The middle layer has now been begun.
11 Malachite:
The middle layer has been complete! All that remains is the admittedly more dangerous ground level. Fortunately, we
should only need two straight walls to enclose the area. Work begins apace.
Also, a woodcutter had a son. Just what we need. Maybe we should build a baby cannon for sieges...
18 Malachite:
The enclosure has been finished! I am beginning work to pour water down from above. It's slow going, considering the distance, but I suppose that's the problem of working in Hell. I'm trying to think of the best way to add a water system to this area, but I'll never be able to actually set anything up...Also, there is one small area wherein there is forgotten beast remains, and I don't want to mess with that. Should be easy enough to avoid, though.
25 Malachite:
Remember what I said about the layout of this fort? The same applies to the entrance. Some sticky-notes were attached to the levers controlling the entrance, but it was a bit hazy. I considered re-reading some of the old overseers' writings, but I decided it would be more expedient to create a small opening in the side of the mountain that could be walled off. The reason, of course, is that we just got an influx of immigrants.
17 Galena:
A human caravan has arrived. Bloody demon-worshipping ingrates. Maybe they'll be attacked by goblins or something...
1 Limestone:
An enormous slavering crab with a trunk and poisonous spit showed up today. Wonderful. Also, the merchants managed to make it through the tunnel I had forgotten to stop up. I shall have to remember to do that when they leave...In the meantime, I recall hearing that one of the previous leaders gave human merchants the finger, them being ruled by a demon and all. I think I shall have to take all their things.
12 Limestone:
The watering of the farm is almost complete. The final bucketful is on it's way. I had the old farm torn up for aesthetic purposes. It is being paved to remove the mud, and it will then be re-smoothed and re-engraved. The only point I'll be avoiding is where the old forgotten beast part is. I'm not taking that risk.
18 Limestone:
The merchants have finally gone and buggered off, and the wall was closed behind them. Huzzah!
Also, I am getting a most intriguing report...In another cavern layer, another forgotten beast. Also with poisonous spit. Delightful.
22 Limestone:
Some more migrants showed up. I had a section of wall removed and then rebuilt to allow them through. We are now up to a 198-dwarf population. Also, I have noticed that the "mayor" is getting pissed because his room isn't fancy enough, so I have ordered one dug out for him near the tree farm. Useless sod...
27 Limestone:
Just great, another forgotten beast has somehow found its way into Hell, throwing a monkey-wrench into my further expansion plans. This one's an enormous earthworm with a square shell and long, shaggy...pumpkin hair?! Seriously?! The
hell?! And again with the toxic spit! What in Armok's Beard is wrong with these beasts?!
However, the big news of the day is that the farm is fully watered! Now to build it! Still trying to decide what to plant...I'm thinking perhaps a little bit of wheat, because the color is so non-Hellish. Then again, plump-helmets are so fast-growing and full of life that they're a sort of antithesis to Hell...Oh, decisions, decisions!
7 Sandstone:
The farm has been completed! That took far longer than I had hoped, but it happens. It is, after all, a rather sizable walk.
During this interim, a number of areas were created that it would benefit future rulers to know about, and historians tracking the progress of my great reign. I have therefore included sketches of all three current layers of the bunker, the noble room as it currently stands, and the tunnel for entry/exit for people too lazy to figure out the entrance:
Bunker Level 1:
Bunker Level 2:
Bunker Level 3:
The Noble Rooms:
The passage, now walled off: