28th of Granite, year 102Another group of migrants arrived today. And oh boy, there were lots of them! I counted twenty-two dwarves and at least dozen or so animals.
Now that I have finally managed to interview each and every one of them I see that there is lots of potential in these dwarves; there are mechanics, stone crafters, masons, smiths and even one warrior! I think we should get our industries up and running in no time!
5th of Slate, year 102Oh dear!
I just noticed that even though we have metal workers we don't actually have any furnace operators. Well, that problem was quickly solved as I assigned the four dwarves with metal working skills to also operate the furnaces. Their first task is to turn all those bituminous coals to coal and then start working with iron. After we have enough iron they should produce few trap components so that we can secure our entrance better.
Now that we have enough dwarves living here we finally managed to expand our industries. We currently have forges and furnaces, carpentry, jewelry, masonry, mechanics and stone crafting up and running. Besides those we have also some basic food industries up and running, including butchery, tannery and still.
Also, now that we have another noble here I decided to appoint Inchedgems to the position of bookkeeper. I honestly can't bother with numbers, she can take care of that.
10th of Slate, year 102Alaric has one of those moods I have heard lots of. She babbled something about Armok, it seemed like she was talking to herself. Now, she cancelled the construction of thrones in one of our masonries and claimed it to herself. I know events like this will usually result artifact of some sort so I ordered that nobody should disturb her and give what she wants. I'm quite curious what she will come up with.
15th of Slate, year 102Alaric finally finished her construction. And she came out with shale weapon rack!
After further inspection I noticed that it's just that, a shale weapon rack with only some minor decorations done with shale.
Honestly, I was expecting more from it. Oh well, I think we should put that in the future barracks when our miners are done. At least an artifact like that should keep our soldiers in good mood...
24th of Slate, year 102We have finally a place where our soldiers can train after being assigned to squad. As I promised the artifact weapon rack was placed in the middle of the room. At least Derm seems to be happy with it.
We also moved the depot inside and the old one was deconstructed. We should be expecting elven caravan soon. Mind you, I'm still considering whether we should actually trade with the pointy-ear hippies or just claim what we want. One option, which would definitely make Derm happy, is that we just slaughter the lesser beings and take all their possessions.
18th of Felsite, year 102The elven caravan arrived, just like I expected.
We guided the merchants to our depot and then I gave Derm the order go there. After he was inside we locked the doors and Derm begun slaughtering the poor bastards.
The battle was over almost immediately as the elves had no chance against fully armored Derm and his iron battleaxe.
The order I gave to Derm was to only kill the merchants and their pack animals and to leave the caged animals alone. This resulted only four kills under his belt for now, but at least he got some live practice instead of training all by himself in the barracks.
When we went through the possession left by the dead merchants we noticed that there weren't much useful stuff for us. Wooden crap, some cloth, a bit of alcohol, seeds and food. The only interesting things were the caged animals; giant jaguar, honey badger, crow, cougar and a donkey. Otherwise the goods were mostly junk to us. Oh well, we can at least trade those things to humans. I'm sure they appreciate crap like more than we do.
2nd of Malachite, year 102Most of our time has gone with hauling all the crap left by merchants to storage area. But that doesn't mean we haven't improved our safety.
We decided to place the lesser steel golem brought by Churchblockades to the last turn of the tunnel connecting the stairs to the entrance. It can move freely as it's not chained but we made Churchblockades to order it to stay and guard the area it was assigned to. So any threat that tries to enter our fortress must first get past the golem.
Right behind the golem we chained one of our war dogs we brought with us when we left mountain home. If something is able to sneak past the golem the dog will alert it, making the golem to attack any sneaky bastard. Simple and efficient!