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Logs of the fortress manager


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Re: Logs of the fortress manager

I made sure they had a lot of coffers, but those actually have a maximum amount of items that can be stored in them, and the workers will only bury one item from someone at a time, so we're looking at a worker moving about 70 toy forges to a tomb, one at a time. And nobody thinks of picking up BOTH socks at the same time, or grabbing a backpack and filling that before moving it all. But as with a lot of things, hauling and making workers more efficient is on the to-do list of dwarf fort.

Leaders log, page 45, 1 moonstone, year 245

Sparring accident, a dwarf was decapacitated. Small problem, but it was a recruit anyway, not a big deal as he didn't have a tomb, so there won't be 100 items moved there or something, but still, one dwarf less. I hope the new recruits/migrants show up soon, shouldn't be too long.
I decided to take the attention off the corpse in the barracks by tossing goblins at Kharak. 5 goblins to go.

10 moonstone

Goblin invasion, just as we were starting to get some cages cleared. Not a problem though, we have plenty of lower end metal bolts for the marksdwarves, and looking on the bright side, the goblins are basicly just bringing us their armour and weapons to slag for iron, and who doesn't like a goblin bone decoration?
Besides that, Glurki was sparring, instead of reporting for duty, and during his sparring session he apparently got promoted to spear 'master'. Sure, it's easy to train by sparring, and leaves dwarves just capable of using their weapon, but the real training like Kharak is getting is slower, makes a dwarf stronger, more efficient, and you can bet damn well he knows exactly what to do in a fight.

The first wave of goblins ran into the traps and..They just died, but then the bad stuff started happening, as every dwarf that should have been working ran out to try to loot the dead goblins. Top priority: Make a skylight where the entrance is, this should stop the looting by exposing dwarves to that big shiny ball in the sky, dwarves hate that thing. An animal trainer got an arrow through his heart, and a bowyer got one in a leg. The animal trainer died shortly after he got hit, the bowyer managed to crawl away. Later on a stonecrafter ran past the goblins, then looked back to see a mass of goblins which he somehow dodged on his way out, and then got scared of them and ran outside, right into the next group of goblins.
Naturally, the marksdwarves went away to sleep, so no help there as the duke ran into a group of goblins to try to, as he said in his own words, to go "Clean up all that nasty blood". Not so impressive for someone's last words.
After the duke died, the marksdwarves woke up, and after an extended drinking break they arrived on the battlements to shoot goblins. Unfortunatly, the bolts raining down on the hordes of goblins in front of them meant nothing for the dwarves, which kept trying to loot the place.
Further losses include:
1 clothier
The tax collector( to "Pick up that goblin leg")
1 hunter injured, won't hunt for at least a year.
1 mason
1 tanner
1 jeweler
several dogs
A few other pets

After that the military arrived, and the last goblins got driven away, Kharak and Glurki were the only ones that bothered to show up, and Glurki just sat around doing nothing. Sometimes I wonder if it's not just the military with brain damage, the normal dwarves seem to have it too.
 

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Re: Logs of the fortress manager

Dwarves just think in a special way. XD
 

cross_grave

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Damn. That duke was kinda cool - the way he handled negotiations...
 

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Not to mention his mitten fetish. XD

Can new dukes be made?
 

Smokefish

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Re: Logs of the fortress manager

Goddamn Retard Dwarves. *Shot*

I think Dukes comes via Migration, not being elected. |: Stewpid Dorfs. *Hugs his Human Keep mod and strokes it soothingly* "Yes yes, my precious... you're not as retarded as dem dwarves..." *Bursts into tears* "Nor are you as awesome. T_T"
 
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Re: Logs of the fortress manager

I expect a new duke, tax collector, and hammerer to arrive with the next migration, so yeah, there will be more.

Besides that, new side-project thats being made, an open roof over the entrance so those idiots stop trying to loot during battles.
 

garfield751

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Re: Logs of the fortress manager

human keep mod? do you mean an auctall mod or just the [civ_controlable] tag attached to the humans

and XSI would you be interested in a bloodline game?
 
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Smokefish

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Re: Logs of the fortress manager

I've added all professions and a few other things to humans, more than just civ_controllable, did I mention the silly Dark Elves I made? Also thinking of making Nagas/Salamanders as fakshuns. :3 Bwahahaha.
 
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Re: Logs of the fortress manager

Sure, a bloodline/succession game would be nice, but that generally needs a bunch of players willing to do it. I'm sure some people here would be interested.


Leaders log, page 45, 12 opal, year 245

Some idiot rookie miner decided to cut away half the ceiling above the entrance, and got himself buried under a load of rubble. He has 4 broken bones, and most his body is bruised badly. In addition to that, 2 cats were knocked into cagetraps by the falling rubble, they will just be released again.
Oh, and a macedwarf died of sparring injuries today, they seem to be a bit stupid with real weapons, maybe we should limit the real weapons to crossbows, and the few who know what to do with them.

(More may be edited in here later, log stops for now because of constant interuptions)
 
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Re: Logs of the fortress manager

Leaders log, page 45 continued, 28 opal, year 245

New room for the new duke only needs engraving and furniture, I can't just put him in between the still not buried possessions of the old duke, and the room was there anyway. The tombs may be a bigger problem, since everyone is busy, and we have to clear out the rocks there.
And no, nobody thinks of taking more then one thing at the same time.
Side notes:

Kitchen moved to more efficient area
Brewery being moved to more efficient area
Dyer and weavers still have to be moved as the last workshops.
Instead of just digging some channels, I've decided to just make a big controlled cave-in where our entrance used to be, it will be done by lever, so nobody will be injured..Hopefully, you can never be sure with these idiots.
Second dwarf set to medical duties only, the miner injured by cave-in is still outside.

23 obsidian

Writing for just a little note, the miner that got injured by the cave-in died today, because nobody bothered to bring him inside, or even give him water.
Thanks idiots, we have 2 dwarves who only do exactly that, and he still died.
As side note, all that iron ore and goblin equipment is too much for the stockpiles, making a lot of random iron items, and plenty of steel bars from it.

16 granite, year 246

Not a good time now, stupid goblins.
So, right behind the elven caravan(Not worth mentioning, just their cloth) there was a goblin invasion, obviously, this means there is going to be fighting, and maybe looting. On the bright side, part of the skylight at the entrance is done, so part of the looting is stopped.

So, before the goblins enter, I trade with the elves, and surprisingly, they had more then just cloth. They actually brought us wood. I'm not sure why, but suddenly, we have useful elves? I think it may be something with the duke repeatedly telling the diplomats we can't stop cutting trees because we need the wood, and this is the elves' way of trying to get us to stop, by providing the wood we need. Well, that's fine with me, wood from caravans will be more then enough for all our wood needs.

Anyway, the goblins, there were 4 groups massed at our entrance, and the first 3 ran in to die to the traps, with the remaining few running away. At that time, a 5th group arrived, one with mostly ranged weapons. Luckily, the ranged group went in first, and the losses from one last trap that was still working made them retreat. The last group of goblins decided it might not be a good idea to go in, and left. All this time Kharak was standing just behind the last line of cage traps, taunting the goblins, he dodged a few crossbow bolts while there.
Dwarves, now you may loot.

24 slate

Nothing big happening so far, construction on the skylight goes just as planned, and I expect it to be done soon enough. Most of the mechanical work is done, so in theory, we can crash the entire roof down into our moat right about now. In practice, that would mean we would have filled up our moat, and a moat kind of needs to be deep. So we have to mine out some mo-Oh look a dragon.
Keshan Istrathstetted Doren Sirab, male dragon.

We may be screwed, as the cage traps aren't made ready yet, and the only ones that are are behind a line of weapon traps which specialise in cutting things into tiny bits, and then launching the bits away..I do hope it doesn't do too much damage.

26 slate

Not the best timing. At all.
Welcome to our new migrants, which will have to try to run into the fort with a dragon behind them.

Migrants arrived:
A tax collector.
A hammerer.
A new duke and duchess
1 thresher
1 useless soap maker, I have a special plan for this guy.
1 crafter
1 butcher

Also arrived:
a dog

These were all migrants, the rest wisely decided not to risk danger to come here for now. Maybe some more will come later this year, or failing that, next year. All migrants arrived safely, as the dragon was sitting on a rock outcropping in between the mineshafts where we found iron and platinium. He's not doing anything there, but he is blocking the way back for a furnace operator. I just hope he gets captured before the furnace operator gets in trouble.

1 felsite

Success with the furnace operator, he ran, dodged the dragon, and walked back into the fort, now, maybe we can get those cage traps reloaded quickly..
Side note: a war dog died of old age today

3 felsite

Well..So far the dragon, Rest In Pieces...6 different, almost evenly sized pieces, with one smaller piece lodged in the trap's mechanisms. Sorry to say, we won't be capturing this dragon, if only the mechanics were reloading the cage traps instead of complaining they don't have anything to do.
There are still dragons alive I guess, we could get the next one, provided the dwarves think it's more important then sitting around complaining. I've ordered a second row of cagetraps to be made in front of the weapon traps, we need it if we ever hope to capture another megabeast.

On the bright side, the dragonbones are stored in a separate location, inaccessible to anyone, so we can have a few special items decorated with dragonbone.

26 felsite

I think I should mention what I wanted the soap maker for...See, I've been getting bored with the paperwork lately, so I locked him in a room with it, and told him to get used to his new profession. As military recruit he would have probably died from a sparring incident anyway, and this way I can focus on the less time consuming duties. I will still be the broker and the manager, those take no time anyway.

1 malachite

The humans arrived, and I'm about to trade with them, but before I do I was called away to see a problem in the barracks. Congratulations retards, you killed a squad leader that just happened to be a legendary axe user. The moron that did it already has 2 kills to his name, both from sparring 'accidents'. If this dumbass gets a third kill he's getting stationed above the magma pipe, or he's getting an arena match, naked.

The only remarkable thing about trading with the humans was that they had less metal then usual, the rest was all the usual stuff. I'm also starting to give away random rocks around here to whatever caravan will take them, that should help clean up.


---
Everybody that reads this, feel free to suggest any projects, be it just a bigger entrance, digging deeper, constructing a fishing area or things like making a huge tower, a massive pyramid tomb, casting obsidian forms, or even a way to completely destroy the entire outdoors world. Anything goes, sky is the limit(literally, we can't get into space, but anything under that is possible(dwarf-launchers on the highest buildable level not included in limitations). I'll list what materials and things we have available next log if anybody requests it)
 
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Re: Logs of the fortress manager

Leaders log, page 46, 13 limestone, year 246

And finally, the dyers workshops have moved, only the looms for the weavers are left, and it's not like we're in a rush, there is nothing to weave anyway and we have way too many cloth items as it is. I've tried to get Kharak into the arena, but he just didn't feel like it the last months, I'll just try again later.
Oh, and the human trader is still around, he's a guy, and wears a dress over his loincloth. I'm not sure if I want to be in the same room too long. The dwarven caravan should be here soon, so I have the excuse of trading with them, or moving trade goods.

20 limestone

It seems a child decided to make something pretty with an unused crafting shop, and secretly took it over, so here we have a new artifact, Tishisstukón, Spiralsquashed. A rock bracelet, decorated with 2 kinds of fishbone, getting bands of turtleshell and opals, an engraving of 2 fish, and a plant in stone, the picture of a tree in cloth, the image of full moons in gems, and an image of spiders in carp leather. It's worth 62 400, and well worth the materials. I hope this kid grows up not to be an idiot like the other 220 dwarves. I've also added a little finishing touch to the cave-in mechanism that will be used to get us an open ceiling where our entrance is.

2 sandstone

Finally everything is ready to trade, lets see what they have.
(Later added)
Well, the usual, plump helmets for brewing, a small amount of metals, some wood, and assorted bits of things. In general, it was nice, but a bit less then expected. I should say that during the trading a child grew up, and he's going to become a dyer, since we have a lot of cloth around that's still worth next to nothing, and nobody seems to be interested in the profession.

12 timber

Finally, Beardy's tomb is done, the entire floor has been covered in billon, with the exception of the most valuable engravements and those of cats. He owns several billon chests, cabinets, and a billon sarcophagus. Near the back of the tomb there is stibnite furniture, another favourite. A grand mausoleum indeed. Besides that, I've set a date for the collapse of our entrance ceiling, it will fall at either newyear, or mid-winter. We can easily make this, well, if the miners stop spending their time drinking.

17 timber

Great, the idiots had another sparring 'accident', and the dead guy is one of our champions, which used to be a macedwarf. A legendary macedwarf. The killer is a swordsdwarf, the same I wrote about before it seems, the one that took the head off one of the other soldiers when 'sparring'. Currently, he seems to be ecstatic because he just -loves- bloodshed and slaughter. He also called it a 'satisfying sparring session'. Strangely, he has no damage to anything in his head, so I can't blame braindamage. I guess he's just one of those that should normally spend their time locked up, but instead, I'll put him just behind the traps next goblin attack.

12 moonstone

So, in theory, we could collapse the roof now, but in practice, not yet, I'm installing a final touch to make it a better moment when we do, I won't say what it is yet, but trust me, it's something good.
Besides that, I've seen Bagash walking today, and he has 4 cows following him. I wonder if he took the wrong profession, he might have preferred farmer or something, but then again, he's good at what he does now.
(Added later)
And just as the last bits of my last little addition are done, a goblin invasion shows up, so I figured, instead of letting the roof harmlessly fall on the ground or in the moat, why not drop it on top of those goblins? They will have 3 layers of stone falling on them, which will definitely hurt them.
Kharak and Glurki are moved to the ballista tower, and Sin's squad is in the eastern tower. No marksdwarves will be needed today.

23 moonstone

Nooooo! Don't leave, see? We have the entrance wide open just for you goblins, come on in, ignore that large pillar that looks rigged to drop the entire roof on you. Honestly, we are just trying to welcome you, but you had to turn around before even getting into the entrance did you? Ah well, now that the goblins ran, and the dwarves are inside anyway, I guess it's time to drop the ceiling early.

So, the bridges are up, and the lever will be pulled in just a few seconds... Time to explain what I added. Goblins. I added goblins. Caged goblins on top of the ceiling, in between the ceiling, and right under the ceiling. These will all be released as soon as the lever gets pulled, but that's not all, they won't simply be set free, no, that would be foolish. Instead, they will fall down from 8 floors up, get squashed in between floors, and crushed under all the dropping floors, there will be no survivors from this, and it leaves a nice red stain to document what we did here..And look, there we go, lever pulled, by none other then Burrito.

25 moonstone

Ok, so now we finally have the smoke and debris cleared, we can see how many goblins survived..Or, well, how many goblin corpses survived. Out of 5 goblins, I can only find 1 corpse, and I know the others did not survive.
Err, besides that, we may have a small problem concerning the bridges we use to get over the moat..Which kind of got hit by the falling rocks, destroying the only way into the fort. Luckily, there is a backup, and I've got till summer to design new bridges for the human caravan's wagons.

On the bright side, err, well, at least the defence towers are still in one piece because of my superb designation of where to dig, and we have an emergency exit we can use until the bridges are fixed.
 

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Re: Logs of the fortress manager

Ba ha ha ha. XD Awesome and terrifying. Poor goblins.
 

cross_grave

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Re: Logs of the fortress manager

Hmm... I don't understand why Bagash is collecting cows. Oh well, I guess he's screwed up.

By the way, nice goblin drop.
 
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Re: Logs of the fortress manager

I checked, Bagash likes cows. A lot.

And if you manage to lose 4 out of 5 corpses and wipe out everything that was near the entrance by just flicking a single switch, then I would say it's done right, even though the bridges got hit.

But still, need project ideas, materials available and everybody can suggest something, even those without dwarves.(Though I'll make up something of the dwarf telling the idea to the mayor if you do have a dwarf)

Rocks, large amounts unless otherwise specified:
Ryolite, darkish grey rock
Alunite, white rock
Stibnite, light greyish rock, small amounts
Microcline, teal rock
Cobaltide, dark blue rock.
Marble, white and expensive
Orthoclase, yellow rock
Gabbro, rock from deep within the mountain, dark grey
Pyrolusite, rock from deep in the mountain, a bit lighter then gabbro, small amounts
Mica, dark grey rock, found near marble.
Claystone, sedimentary rock, cheap, grey.
Kaolinite, red rocks.
Bauxite, magma resistant, medium amounts.
Obsidian, most expensive rock, medium amounts but can be made with magma.

Ores, not a lot unless otherwise specified:
Magnetite, iron ore, loads.
Platinium nuggets
Sphalerite, zinc ore
Native gold
Native copper

Metals, medium amounts unless otherwise stated:
Gold
Silver
Copper
Iron(A lot)
Zinc
Platinium
Lead
Steel(Smallish amounts due to being used for armour and weapons, highest quality available stuff now)

Alloys, made with metals, small-medium amounts:
Rose gold, pink-purple.
Electrum, gold/silver mix,
Billon, Silver/copper mix
Black bronze, purple, silver/gold/copper mix
Brass, Yellow

(Following have parts imported)
Trifle pewter, brownish
Lay pewter, blueish
Fine pewter, whiteish
Bronze
Bismuth bronze(Yellowish)
Nickel Silver, whiteish, magma proof

We also have wood, which is all a dark brown.
 

wallpaper

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Re: Logs of the fortress manager

I'm sure that you've already thought of this, but why not some giant statue to yourself? XD Or something like it?
 

garfield751

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Re: Logs of the fortress manager

why not make an aquaduct that connects with muptile levels of your fortress or an under water base that can be sealed off with water or a trap that spills lava over the gobs or a gigantic waterfall that falls through muptile levels or a large smothed engraved swimming pool with freken statues in them and like a massive array of pressure plates and gates to keep the water at a constant 4/7 or an artifical lake to put said underwater fortress in or a antichamber or room that closes and locks them in then fills up with magma or water or a tower that can provide above ground houseing with fortifications(no sand) or walls emcompassing the entire map protecting you form everything or and massive array of above ground farms to boost production of food colth dyes and other plant products or a channel that will pump magma out into the world and that will toast everything alive or a laurge room srounded by smaller rooms full of arrows with fortifications faceing inwards where your archers can pratice all day on living wild animals or gobs without going offduty or make laurge floor art with diffrent colored stones or blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw or blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw orblaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw blaw or blaw.

hmm this is abit convoluted i might reformat this long ass jumble of suggestions
 
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WerWulf

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Re: Logs of the fortress manager

requestng a dwarf (sinse orrin isnt really interesting)
Brak SkullCrusher
Hammerdwarf

also, make a truelly hilarious way of killing goblins, like a waterfall/waterslide that leads into a weapon trap or the magma spout or a room that has magma slowly leak into it and a hill on one side, make it so every hour one of the goblins in it must die as the others seek room higher on the hill, and the very last goblin left gets killed by kharak
 

garfield751

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Re: Logs of the fortress manager

too lazy to edit last post
Suggestions:
an aquaduct that connects with muptile levels of your fortress
under water base that can be sealed off with water
trap that spills lava over the gobs
gigantic waterfall that falls through muptile levels
large smothed engraved swimming pool with freken statues in them and like a massive array of pressure plates and gates to keep the water at a constant 4/7
artifical lake to put said underwater fortress in
antichamber or room that closes and locks them in then fills up with magma or water
tower that can provide above ground houseing
walls emcompassing the entire map protecting you form everything
massive array of above ground farms to boost production of food colth dyes and other plant products
channel that will pump magma out into the world and that will toast everything alive
laurge room srounded by smaller rooms full of arrows with fortifications faceing inwards where your archers can pratice all day on living wild animals or gobs without going offduty
make large floor art with diffrent colored stones
grand libary with only wooden shelfs and stone tables with chairs and hardwood floors
armory with your finest weapons and armor decorated with the finest weapon and armor stands
processing center that will process all your unediable raw and uncooked food and excess seeds into ediable fortress sustaining expensive food/drink stuffs
massive rock quarry that will yield massive amounts of stone more then you will even need to worry about
farm house where you chain up and store all your animals with a buchers tanner and craftdwarfs shops withen
organised storehouse where each and every one of your bars will be sorted by materal and have its own spot
array of shops to turn all your excess rocks into funuture doors mechnisims and craft goods
stragitically chained up dogs to prevent sneekers to get into your base
randomly placed cage traps around areas frequently visited by invaders farther from the fortress
make a freeroaming above ground fortified prision camp for the gobs with everything like a prision yard and cells
more to be added later when i think up som

also i would like to apply for a char
name: Jack Urst
profession:Seige engi
profession name(if you want):Idea giver?(or smiliar)
 
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Re: Logs of the fortress manager

New project will be started as soon as the new migrants arrive with the ideas :)
Untill then though, I'll just fix up some stuff.

Leaders log, page 47, 5 opal, year 246

Finally, Kharak wants to clean out some cages and have a few sparring matches against goblins. Only 5 goblins were killed before he went away again to drink. I'm far ahead of schedule on the bridges, but the new duchess is a bitch, she thinks she's all high and mighty, mandating items every month and complaining daily when it's not done yet, I've started construction on a special little observation tower near the moat, just for her if she keeps it up. Her husband is pretty bad as well, constantly mandating swords to be made. Luckily he's fine with those swords being obsidian swords.
That tax collector has to watch what he wants too if he knows whats good for him.

11 obsidian

Wonderful news, a weaponsmith went into a mood, and I think we may have an artifact weapon soon enough. I'll make sure to provide him with the best materials we have, even though he might just go for his prefered iron over the steel bars.
(Later added)
Well, he got a forge, and took just a single iron bar, so much for an extremely expensive artifact, but it may as well still be useful, and even if it isn't he will make high quality weapons after this mood.
As side note, all workshops are moved to the new, efficient area, and I've started telling the masons to get off their ass and build some walls to make rooms out of the old workshops.

17 obsidian

It's not much, but it's definitely useful, "Eddudkeng", Obeyedsteamy, an iron mace. It's worth 24 000, and is a plain iron mace, with a few pictures of squares in the iron. Still a nice artifact, even if we don't actually have anyone who can use it properly.
And hey, legendary weaponsmith, that's going to be very useful.

1 granite

Happy new year, springtime..And a messenger reported the world started a new age, we welcome all our dwarves, to the Age of Heroes.
Besides that, I've had enough of this duchess, she's not only a pompous bitch, she also fails at thinking through even the slightest details. She has sentenced a woodcutter to 201 days in jail for not making -metal- goods. Luckily, her special observation platform is almost ready, she will enjoy the view of all floors in our fortifications using the experimental elavator system.
Oh, and migrants may arrive sometime this season, I'm hoping for some new dwarves.

13 granite

Well, more goblins, I wonder why they never learn. I fully expect the traps to take care of most the useless ones, but ordered the marksdwarves to the fortifications anyway. And just after the goblins, say hello to miss elven diplomat, rushing in to talk to the duchess.

22 granite

Well, the duchess just agreed to everything the elf said, so that's another reason to have her test the experimental elavator. And then, well, the elf started running out before the goblins left, so a few dwarves gathered to see what would happen. Sadly, nothing happened, the elf just ran back into the fort and kept trying every now and then, eventually slipping past a few goblins before the next group arrived, the elf got out. Though I guess on the bright side, the goblins all started chasing the elf, and since the elf got away, the siege is over. And, for the first time since we arrived here, the land to out northwest, the forest where we used to cut trees before the magma forges, is completely green with grass and trees. Odd, since the heat from the nearby volcano should have evaporated most of the water. I kinda like this better then the yellow dried out stuff we get here most of the time.

To celebrate the victory Kharak went into the arena and killed some more goblins, the goblins included, but are not limited to:
8 wrestlers
3 'master' thieves
2 lashers
he then went away to drink before the stronger goblins got tossed in. Alcohol first, goblinkilling later.

28 slate

The tax collector sentenced a known axedwarf to jailtime for not making armours. Now, I may not have everything right, but the military -wears- the armour, it doesn't make it. A second spot for the tax collector has been made on the experimental elavator. Luckily, it was a 1-day sentence, so the axedwarf was out again right after that, but this shows why we have to get rid of the parasites that call for punishment when they do nothing.

5 felsite

With the duchess and tax collector volunteering for the test drive in my dwarven elevator, much can go wrong, but if it works, we will have a new age of technology, transit everywhere will go faster, more impressive buildings and projects can be made, and we will live in wealth.

And if it goes wrong, the duchess and tax collector will go splat on the bottom of our moat.

6 felsite

Oops. The elevator worked, for a few seconds, and it could go a floor down, and then I realised I didn't put in any brakes, so it went down again..And again, and soon the duchess and tax collector were plummeting to the bottom of the moat at high speed.
The duchess did not survive the fall.
The tax collector however, did, if just for a few seconds. he broke litterally every bone in his body, mangled all his limbs, had both his lungs ripped apart from the impact, his stomach, kidneys, and liver burst, and his spine broke in 2 different locations. He bled to death shortly afterwards.

We're going to need a new tax collector.
 

cross_grave

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Re: Logs of the fortress manager

Oh well, progress requires a few martyrs.
 
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