EDIT: A LIST OF ARTIFACTSIn order of commission, this dwarfhold has produced:
Otungan: Shockclods, a Birchen crossbow
Value: 6,000 ☼
Description: This is a birchen crossbow. All craftsdwarfship is of the highest quality. It is decorated with birch and encircled with bands of ash. This object menaces with spikes of cave spider silk. On the item is an image of waves in maple.
Amalusen: Teacherhelp, a Lead mail shirt
Value: 7,200 ☼
Description: This is a lead mail shirt. All craftsdwarfship is of the highest quality. On the item is an image of Cequova Hushedsmile the bride of the Night Hag in lead. Cequova Hushedsmile is traveling. The artwork relates to the wandering of the bride of the Night Hag Cequova Hushedsmile in the Prairies of Faith in late summer 162.
Idekar Tumam Osed: Brainflesh the Moral of Mazes, a Pineapple Opal ring
Value: 78,000 ☼
Description: This is a pineapple opal ring. All craftsdwarfship is of the highest quality. It is encrusted with limestone and encircled with bands of green zircon. This object is adorned with hanging rings of Goblin bone and menaces with spikes of limestone. On the item is an image of Snamoz Yellprofane the Goblin in pineapple opal. On the item is an image of Brainflesh the Moral of Mazes the pineapple opal ring in green zircon.
Bothonamal Edosudar: Murkteach the Amazing Rain, a Limestone sceptre
Value: 10,800 ☼
Description: This is a limestone scepter. All craftsdwarfship is of the highest quality. It is encrusted with limestone, decorated with black-cap, and encircled with bands of limestone. On the item is an image of Mebzuth Hammercontrol the dwarf and dwarves in morion. Mebzuth Hammercontrol is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Mebzuth Hammercontrol to the position of king of The Bridge of Language in 106.
Ducimdum Zoluth Edan: Workmouth the Combat of Stirring, a Galena toy axe
Value: 16800 ☼
Description: This is a galena toy axe. All craftsdwarfship is of the highest quality. It is encrusted with galena and morion and encircled with bands of malachite.
Tinanudist: Sneerplated, a Gold grate
Value: 72,000 ☼
Description: This is a gold grate. All craftsdwarfship is of the highest quality. On the item is an image of two chickens in gold.
Dunno if this is the right place to post a little journal like this? But sharing your experiences is, I've discovered, half the fun of DF. So...
I've played DF for a week or so. Maybe two at most. Every time, I either get frustrated or bored or just downright make a stupid mistake, and my forts die (even if it means I had to murder them).
This time, however, I'm hangin' on o this fort
On the world of Orosmlo, seven settlers--
The Belted Axe-- came from the dwarfhold of
The Bridge of Language to settle the site of
Windmonk. The site was an excellent find, with a lot of cliffs to choose from, and even a waterfall where two rivers met. One of these cliffs had a suitable depth of clay and dirt, and after digging in twenty spaces, they set about making the first floor of the fort, a trade depot, storage area, farming plots, and downward stairs. Later, these would be joined by a still, a kennel, a well (more on that later) and four millstones, and the lever for the floodgate that lets water into the well's reservoir.
Across the river from this point was another cliff, with open access to hematite ore and limestone. This is the external mine, used mostly for its ease of access.
On Z=Surface-1, workshops for masons, machinists, and carpenters went up. Later, these would be joined by workshops for every job imaginable except kitchens, stills, leatherworking, wood burning, and furnace operating, including an extra masonry and carpentry shop each, the water for the well in a reservoir drawing directly from the river (protected by multiple grates and a floodgate). My best achivement here, though, is the top level of my dihydrogen monoxide reactor, a crowning pinnacle of Windmonk Dwarf achievement-- a perpetual motion machine which provides impressive power (currently underutilized, it's a concept piece that only powers four millstones). Each of the workshops had a 5x5 area with any excess area dedicated to stockpiles, and were eventually given a finely crafted door to enhance morale (and to potentially keep out any workers gone insane). Here the first death took place, as the jeweler shut himself in his shop and died of thirst. Four masterfully crafted statues make the corners of the stairwell.
On Z=Surface-2, a furnace and wood burning area were established, along with massive stocks for bars and wood near them. Later, a leatherworker shop was also built. Much later, the previously mentioned dihydrogen monoxide reactor was built, and on this level is the bottom area. In the same room as the reactor's core are massive stone and wood storage areas, with tons of bins all full of resources-- more than enough for the massive amounts of furniture my masons and carpenters were putting out. I cleansed the map of trees (and this is a forested area, so there were plenty... before I got here anwyay) to fill all of these storage areas up.
On Z=Surface-3 was the first of the residential levels to be completed. Seven 3x3 rooms and one 3x5 office were built for the initial settlers. Two thus far have been turned into tombs. All of the rooms on this floor have been smoothed and engraved, and a legendary dining hall was built, a 5v11 room with ten excellently crafted chairs and tables, fully smoothed and engraved. Behind that, the kitchen was built, along with a 5v5 food storage room, and behind that, much later, a jail was built, its middle wall made of masterful quality statues, its copper chains also fine quality, with each one being given a bed and then a door to shut them all in. It has yet to be used. Statues line the middle of the hall, spaced evenly at the middle point between each room.
On Z=Surface-4 is the second of the residential areas. 5 more 3x3 rooms, and two more 5x3 offices make up this floor, as housing for the most important of the later arriving members (the commander and captain of the militia, the sherrif, and the replacement manager/bookkeeper, mostly). The first barracks was also built here later, a fully engraved, fully outfitted and finely decorated room for the
Shields of Metal squad of Hammerdwarfs. Statues line the middle of the hall, spaced evenly at roughly the middle point between each room.
On Z=Surface-5, I found a massive magnetite vein, which took up the better part of my screen. It is now harvested and serves as a stone stockpile. Nothing else of note here. On Z=Surface-6 and Z=Surface-7, no construction or mining projects of note were undertaken.
On Z=Surface-8, the dormitories were built. 18 1v3 rooms with excellent engraving and finely crafted beds make up the dormitory proper, and of course it would not be complete without morale-boosting finely crafted statues, which are placed between each dormitory room entrance. To lower noise pollution, no more construction was made on this level, until it needs to be exanded.
On Z=Surface-9 through Z=Surface-11, no major constructions were planned.
On Z=Surface-12, I ran into the top of a cavern. After walling and flooring off that level, replacing up/down stairs with up ramps, I built to the side, and down another level, to Z=Surface-13. There I built my second squad's barracks, the marksdwarves, with its own set of tables and its own food stocks, the rather large room (to give them an opportunity to practice longer ranged shots!) entirely engraved. Statues line the outside path, my masons producing them by the ton at this point, due to their increased skill keeping my soldiers' morale high. More tunnels go down into the cavern proper.
On Z=Surface-15, I finally breached the cavern proper, and built a bridge (as well as one on Z=Surface) to be able to quickly wall off the entrance to the mines.
And now, I'm playing the game far more seriously than I did before. I just have to figure out what I want to do next! Screenshots are incoming.