23rd Galena, 26Excavation of the hospital and the future jail cells has begun. I've accumulated sufficient cloth, splints and crutches, and if nothing goes amiss we should have plenty of traction benches. I am however worried about soap, water and plaster for casts. All of these must be accumulated.
The residents of Undertown are temporarily
liberated allowed to go back to Overtown because the idiot dwarfs refused to bring them any food, only booze. If I had the will, heads would roll.
1st Limestone, 26I start building another egg factory underground. Armok will have twice the chicken blood in no time!
Really I'm starting to get bored. I'm planning a new entrance to the caverns; it involves both lots and lot of spikes and lots and lots of cages. If successful, it should provide us with lots of interesting wildlife. I also could use access to the extra wood... it occurs to me that walling off the carvers actually is a feasible undertaking. Shall we do it?
After the jail and hospital, we'll have time to decide, I suppose.
I also notice that a child has made an artifact crown. It's nothing special, until I realized that it's engraved with basically everything to ever happen at Agepoint.
Kid's got hardcore OCD.
4th Limestone, 26I realize I forgot to get wood from the humans, who are still hanging around. I proceed to do so. By the way, this is the biggest caravan I've ever seen. So much stuff, so many wagons, so many devil-worshippers.
The hospital and 3 jail cells have been excavated. It's about time I started furnishing them.
(FPS is attrociously low when I need to do things. Considering just butchering everything)
8th Limestone, 26Good news! First, the basic hospital is done; only have to add traction benches and a well now. Secondly, the hospital uses up a LOT of the useless junk I had lying around as useful supplies! Score 1: Hospital. We still need to acquire plaster, soap and traction benches. Traction benches will be along shortly; we're going to have to trade for the others.
The jails are finished. I'm going to build some very, very nice furniture and put it in there; hopefully that will help rehabilitate any criminals we might end up with.
26th Limestone, 26The well is finished. The hospital only needs a few more traction benches now, and it's as ready as it can be without trading.
The jail is also furnished.
I realize we're a full fledged city now. The tought inspires pride in me. I don't know why. Woobmonkey and Sumyunguy celebrate our new status by having another kid.
We've set up new stockpiles solely for the purpose of melting goblinite. Most of it's just made into bolts, although we get some fancy/usable ores.
28th Limestone, 26More migrants arrived, making the fort's population 165. We have a bit of an overpopulation problem. Our mayor and his wife aren't helping.
I should build more rooms for everyone... morale could get very bad... I lack the motivation.
I replace myself as broker and manager, letting more competent persons fill those positions. I'm now merely Overseer, the dwarf responsible for planning - no legal power to compel anyone to do anything. I think I've successfully built a fort that can allow me a little off time. The fort's administration now consists of seven officials in total.
10th Sandstone, 26Our bookeeper is incompetent, and only just reported that we're under 2000 kegs of booze. This is clearly unacceptable. I notice we're also experiencing our first shortage of pots ever.
The humans still haven't loaded all our junk onto their caravan. it's a lot of junk.
19th Sandstone, 26A horrible, hairy iguana has been sighted in the caverns! Good thing it can't get in, and generally is a joke.
One of the human caravan guards has decided to just hang around following their departure. Strange, isn't it?
I notice with amusement that a baby has been left in the munitions stockpile. Throwing babies at goblins is an interesting strategy, why whoever came up with it should report to my office for promotion.
9th Timber, 26It's actually been a mighty successful year. We got a lot done, suffered relatively few losses, and thumbed our noses at our enemies! Our military is stronger than ever, we have a hospital and jail, a functional statellite fort, we're finally pushing through the mountain of junk the sieges buried us under (still can't get rid of the stuff we stole from the Elves, though) and I'm feeling mighty optimistic about the future.
Here's to the future!
One thing of note though; a solitary troll in the caverns. Not a cave troll; a regular troll. Weird.
16th Timber, 26An ambush arrives. Our miltary's first confrontation in their archery tower! How splendid.
.... or it would have been, if the creepy trader by the edge of the map didn't single-handedly wipe it out. Thanks, guy. Got me all excited (and called out our military) for nothing.
Also, we have another ghost. Time to get memorializing.
17th Timber, 26A caravan has arrived from the mountainhomes! I get the militia ready in case of a goblin invasion. They're fond of killing caravans, and I don't want to damage relations further then they already have been wrecked.
19th Timber, 26My precautions prove warranted when another ambush shows up. I send the marksdwarfs out to engage them directly. Risky, but these could severely damage trade relations!
The caravan guards get there first, and deny our troops the experience and prestige. Dammit caravan, why must you be so competent.
We buy their cheese. All of their cheese. And all of their wood, glass and plaster (1 bag). Looks like there'll be hauling jobs for all for a good month.
10th Moonstone, 26The entrance at The Wall has a small pit dug out under it. I plan to line it with traps like the Bloodpit. It's not deep enough (or full of liquid enough) for it to be lethal, but the idea is simply to force enemies to stay in sight of the archery tower. The only way out of the pit comes rich back up outside The Wall... right within archery range.
The reason for this is that we always get goblins hanging back by the Bloodpit. Once their commanders die, they loose their backbone. This way, when they loose their backbone they're in sight of the archery tower, and we can use them as target practice. The original bloodpit can remain as a memorial, but a more efficient entrance can now be constructed for the Overtown.
22nd Moonstone, 26The second level of the archery tower gets an overhaul to make it omnidirectional. That's basically all I have to plan right now. I'm bored. I don't think Armok will let me stay here much longer.
One of the traction benches acquires much superstitious fear for no reason. The dwarfs refuse to build it, then decide suddenly that we don't have any traction benches to build. I can see it. It's right there. They're hauling it back to the stockpile, claiming it doesn't exist.
Weird.
2nd Obsidian, 26The entrance to the cavern is almost finished. The trap at The Wall is almost finished. Our food supply is stable. There are still too many dwarfs without rooms, but I can't be bothered right now. I'm leaving at the end of this year. MDFification can have their pathetic body back and solve that problem for me.
Also, I'm proud to report we have both weaponsmiths and armourers of the highest possible quality. Well done, Agepoint. You have surprised me with your competence.
20th Obsidian, 26Pedophiles attack. They are gently beaten with wooden training swords, and then released back into the wild.
A fisherdwarf has claimed a magma forge and is working on some secret project. Here's hoping its something we can use, becuase I am unfathomably angry that he'd disrupt our industry.
1st Granite, 27I'm staying on for one last ambush, then I'm out of this plane of existence.
It starts with goblins killing our cats, which I'm personally ok with. Our archers hold them off at The Wall. A second squad shows up composed of bowmen. It is likewise decimated by the marksdwarfs. However, the entry trap is incomplete, a few get few, and we pull back into the fort.
This is a fiasco. So many of us are trapped outside. A marksdwarf wandering where he shouldn't is killed. I order the rest to attack. A recruit is killed. An armorer. Wasted lives. Just goes to show you that I need to fix my archery tower.
By the 11th of Granite it's all over. MDFification, when you get your body back, learn from this. Armok demands blood. If you're not careful, it might wind up being yours.