XSI
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- Nov 10, 2008
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Re: Logs of the fortress manager
Leaders log, page 48, 7 felsite, year 247
Well, that's where all the cows and donkeys went. Gathered around the tax collector and the duchess' body are 3 dogs, a cat, 4 cows, and 6 donkeys. I guess the cows and donkeys will just be sold again, the cat will do whatever, and the dogs will do whatever they want as well.
Besides that, everything outside is dried out and yellowed again, oh well, maybe next year.
10 felsite
That was quick. Welcome the new tax collector, and with her, a migration wave.
We also got a new duchess and duke, they both seem to be ok from what they told me, but you never know. I've just put them in the first duke's room for now, we should probably get them their own room some time, or clean out the old room.
Besides that, we got:
"Jack Urst", a siege engineer, but he has plenty of ideas, I guess he's going to end up project advisor.
"Brak SkullCrusher", hammerdwarf. He joined the hammerdwarf squad we already had, and I expect him to do a few good things when called on.
1 crafter
1 tanner, but will do farming as well.
Also arrived:
1 child
1 cow
And because nobody cared to get him food, the woodcutter died in jail. A woodcutter that came in the first migration, RIP.
I'll also mention a little side project I did while waiting for migrants, or ideas, we can now much more easily make specific furniture and items, and there are some luxury housing suites being made near the old workshop area, for the important dwarves.
23 felsite
Well, Brak already got himself injured, he broke his leg, and hip. He's going to take some time to heal. Luckily, it was in the barracks, so he was close to the beds anyway.
Jack has given me plenty of suggestions, and the first new project will be a goblin bathing chamber. With magma. I'm thinking of a design, and have set the miners(Which were getting bored) to work on it, we have plenty of magma now anyway, and we can get it anywhere we want. All that's left is finding out where exactly it will have to go.
9 hematite
Found a suitable site for the new project, which also fixes how we get rid of excess magma left over after use. I thought of pumping it outside, but that would be a project in itself, so I've settled for dumping it into a reservoir, to be precise, a reservoir for water, which will make obsidian when mixed with the magma. The miners will then mine out the obsidian and we can start the process again. Work is a bit slow as I'm expecting traders soon, so there won't be too much hauling, we need the labour for moving goods to trade.
12 hematite
Instead of traders, we welcome the walking iron ore, goblins, another siege. We have 3 forges set to smelt down their equipment, and we still have too much of the junk. We have plenty of iron though, and they just keep delivering more. Oh well, I guess Kharak could use some more sparring partners. As sad extra news, Dogstile's dog died of old age, and will be buried next to his owner's tomb.
22 hematite
The goblins got past the traps, and were then shot. The remaining goblins tried to run back out and by doing so they ran through the traps again. One goblin escaped with a broken lower spine, he crawled out until Kharak finished him. Well, that were the goblins then, I hope the humans will still try to come trade this year.
15 malachite
It seems a crafter got possessed, and pushed a working dwarf out of a workshop to make an artifact. I'm fully expecting to see the next expensive ring or so in a few days, and that would hopefully get word out about our fort, and attract more migrants.
17 malachite
We don't need artifacts to get migrants, there's a group coming right now. Welcome to our new dwarves,
1 Mason
2 Guards
2 Carpenters/woodcutters(No axes, note to self, tell the weaponsmiths to make some)
1 furnace operator-great, we need that to work with all the goblin junk.
1 Royal guard
Also arrived:
1 child
1 cat
1 cow
While I was taking notes on the migrants, the crafter started making his artifact, and while these weren't a lot of migrants, at least some of them were useful.
Leaders log, page 48, 7 felsite, year 247
Well, that's where all the cows and donkeys went. Gathered around the tax collector and the duchess' body are 3 dogs, a cat, 4 cows, and 6 donkeys. I guess the cows and donkeys will just be sold again, the cat will do whatever, and the dogs will do whatever they want as well.
Besides that, everything outside is dried out and yellowed again, oh well, maybe next year.
10 felsite
That was quick. Welcome the new tax collector, and with her, a migration wave.
We also got a new duchess and duke, they both seem to be ok from what they told me, but you never know. I've just put them in the first duke's room for now, we should probably get them their own room some time, or clean out the old room.
Besides that, we got:
"Jack Urst", a siege engineer, but he has plenty of ideas, I guess he's going to end up project advisor.
"Brak SkullCrusher", hammerdwarf. He joined the hammerdwarf squad we already had, and I expect him to do a few good things when called on.
1 crafter
1 tanner, but will do farming as well.
Also arrived:
1 child
1 cow
And because nobody cared to get him food, the woodcutter died in jail. A woodcutter that came in the first migration, RIP.
I'll also mention a little side project I did while waiting for migrants, or ideas, we can now much more easily make specific furniture and items, and there are some luxury housing suites being made near the old workshop area, for the important dwarves.
23 felsite
Well, Brak already got himself injured, he broke his leg, and hip. He's going to take some time to heal. Luckily, it was in the barracks, so he was close to the beds anyway.
Jack has given me plenty of suggestions, and the first new project will be a goblin bathing chamber. With magma. I'm thinking of a design, and have set the miners(Which were getting bored) to work on it, we have plenty of magma now anyway, and we can get it anywhere we want. All that's left is finding out where exactly it will have to go.
9 hematite
Found a suitable site for the new project, which also fixes how we get rid of excess magma left over after use. I thought of pumping it outside, but that would be a project in itself, so I've settled for dumping it into a reservoir, to be precise, a reservoir for water, which will make obsidian when mixed with the magma. The miners will then mine out the obsidian and we can start the process again. Work is a bit slow as I'm expecting traders soon, so there won't be too much hauling, we need the labour for moving goods to trade.
12 hematite
Instead of traders, we welcome the walking iron ore, goblins, another siege. We have 3 forges set to smelt down their equipment, and we still have too much of the junk. We have plenty of iron though, and they just keep delivering more. Oh well, I guess Kharak could use some more sparring partners. As sad extra news, Dogstile's dog died of old age, and will be buried next to his owner's tomb.
22 hematite
The goblins got past the traps, and were then shot. The remaining goblins tried to run back out and by doing so they ran through the traps again. One goblin escaped with a broken lower spine, he crawled out until Kharak finished him. Well, that were the goblins then, I hope the humans will still try to come trade this year.
15 malachite
It seems a crafter got possessed, and pushed a working dwarf out of a workshop to make an artifact. I'm fully expecting to see the next expensive ring or so in a few days, and that would hopefully get word out about our fort, and attract more migrants.
17 malachite
We don't need artifacts to get migrants, there's a group coming right now. Welcome to our new dwarves,
1 Mason
2 Guards
2 Carpenters/woodcutters(No axes, note to self, tell the weaponsmiths to make some)
1 furnace operator-great, we need that to work with all the goblin junk.
1 Royal guard
Also arrived:
1 child
1 cat
1 cow
While I was taking notes on the migrants, the crafter started making his artifact, and while these weren't a lot of migrants, at least some of them were useful.